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Level
1
New
Republic Base on Altyr 5
Hazards
Storm
Troopers - Watch out for the usual assortment carrying
Blasters, Repeaters, and Rail Guns. In some areas, Storm Troopers
will "respawn" by being dropped in by shuttles.
Scout
Troopers - They carry the Blas-Tech. This is a
very accurate weapon, so be wary. Even at a distance you're
vulnerable.
Imperial
Officers - Tougher and better shots than Troopers.
Rebel Soldiers
- These guys are on your side, but be careful around them,
especially during a fight. It's very easy to hit them with
a stray shot or an errant lightsaber swing. What's more, if
you get between them and Imperial Troops, you might accidentally
get a laser in the back.
AT-STs
- There are a couple of them here, so save your rockets.
Level
1 - Walkthrough
Walk through the door and hang
a left, going upstairs to the control room. You can drop an
A-Wing on some troopers and try to close the hangar doors
by flipping the switches in this room, if you like.
Drop down and assist with the
fighting. Clear the area and head over to a control room.
A wall will explode, and in come the Troopers. Blow 'em away.
Secret
1 - There is a ledge above this control room. There
are probably Troopers on it. Kill them and Force Jump up.
You will notice a hole in the ceiling to the rear. Look up,
and fire a shoot to get the attention of the Troopers above.
As they look down, kill them quickly, then Force Jump up through
the hole.
Exit the area via corridor
underneath the ledge. This will lead you to another control
room. Kill the troopers inside, jump up on the balcony and
take an elevator to the control area overlooking the room
with the rebel solders and the R2 unit. In this chamber, there
is a grate in wall above the window. Slash it and go through.
You will come to another grate in the floor. Slash it and
drop down into the fight.
In this new area, you will
come across two doors, one is locked. Go through the unlocked
door.. You will enter the infirmary. Search each room for
items and weapons, keeping an eye out for Imperials. The room
closest to the hole where Imperials are coming through contains
the Blue Key.
Secrets
2 & 3 - When you enter the infirmary, look
up at the ceiling. Notice the cross beams that span across
the ceiling? Position yourself between any two of the cross
beams and use the Force Jump to jump on top of any one of
them. You will see a force surge on one end and a backpack
on the other.
Go back to the locked door
and press the green switch. The door will now open. Clear
out the Imperials and follow the corridor to and elevator.
This will take you to a new control room. Help out the Alliance
Troops, then get up on the catwalk to the upper level via
the elevator or Force Jump.
You will enter a control room
on this new floor, and receive a quick briefing. Exit via
the other door of this room.
Explore this new area until
you come to a control room. Another Rebel Officer will ask
you to switch on auxiliary power.
Secret
4 - Follow a series of "elbow" corridors.
The one just before the wide-open area that leads to the generators
has a slashable grate. Whack, get the goodies, and continue.
Secret 5
- Returning to the large room just before the back-up generator,
there is a door you were not able to open before. Go through
it. In this room is the regular base generator. Drop over
the rails you see inside. You will find another slashable
grate.
Once the back-up generator
is on and the secret collected, return to the area with the
Rebel Officers who asked you to turn on the power (there is
also an R2 unit here. A door you were previously unable to
open should can now be opened because the power is on. Go
through it.
Secret
6 - Follow the corridor until you come into another
landing bay. In one corner of this area is a slashable grate.
Blow it open and go in.
Passing into an adjoining cargo
area, you will be required to defeat an AT-ST. Use your rail
gun to do it. If you go outside, and look to another cliff
to the left, you can see another AT-ST. If you're good, you
can nail it with the rail gun now (you will have to fight
it later, so you might as well).
Behind the crates in the cargo
area with the first AT-ST is a grate. Slash it, and follow
it up.
Eventually you will drop down
into an area with a fan. Go through it, keeping an eye on
your health.
You will pass through another
fan, then drop into an area with some Troopers with rail guns,
and the AT-ST, if you didn't pick it off earlier. Blow them
up, then head toward the shuttle.
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Level
2
Asteroid
Crust
Hazards
Storm
Troopers - The usual bunch of Storm Troopers.
Sentries
- Those annoying floating robots. Take them out with the Bryar
or Blas-Tech, the two accurate weapons.
Probe
Droid - Troublesome, but not too dangerous. You
just have to keep your distance when they self-destruct.
Torture
Droid - Our old buddies from Dark Forces, back
again. They're not as dangerous as before, though they do
more damage than the Sentries. They're fairly slow and can
be dealt with easily with a Trooper Rifle.
Level
2 Walkthrough
Exit the cavern to the left
of the shuttle cockpit.
You will enter a long, mostly
straight cavern. One way will give you a high view of the
Imperial Fortress. Don't shoot, don't snipe, just ignore it
for for now. Head down the tunnel in the opposite direction.
You will come to a small structure
in the cavern. Kill the Troopers around it. Inside is an Imperial
Officer. Shoot him, then shoot the panel just above the control
banks to open the door. Go inside. Make sure you get the Sniper
Scope, this essential to level completion.
Secret 1
- Through the pillar with a door-shaped hole. You will follow
a small corridor, then drop into what seems to be a dead-end
pit. If you turn around and turn on your light or Force Sight,
you can see a hole. Crouch and then collect a whole pile of
goodies.
Note
- Although they are not secrets, there are lots of good items
on the top of the pillar, and the small control shed. The
top of the shed has seeking rockets for the rail gun, which
are VERY useful.
Exit through the triangular
passageway in the room with the control shed.
Follow the passage until you
come to a large open area. You will see three Storm Troopers
chatting in the distance. Good time to try out your new sniper
rifle. Also a good time to try out seeking rockets for that
AT-ST hidden around the corner.
Follow the rock bridge and
the tunnel beyond, you will soon get a view of the Imperial
Fortress. Use the Sniper Rifle to destroy everything you can
possible see before going down. Use the mouse to move the
cross-hairs, that's easiest.
In the far lower right of the
fortress is a door. Once you have all cameras and defenses
cleared away, you will find approaching the door will make
it close. The only way to enter is to retreat a distance until
it opens. Then use the Sniper Rifle to shoot a panel just
inside the door. Once it's destroyed, you will be able to
approach.
Secret
2 - Once up and on the Imperial Fortress, follow
the catwalk to the other side. Force jump onto the roof of
the last structure. Notice the hole in the cavern wall. Force
Jump into that. Now use Force Sight or some other lighting.
Follow the short tunnel to an enormous drop. There is a ledge
just below you. CAREFULLY drop to it to get the secret . You
will need to Force Jump back to the tunnel above.
NOTE
- THIS IS A TRICKY Secret , SO DO LOTS OF SAVING!
Now return to the interior
of the Fortress. Eventually you will come to a huge open area
with a very fatal drop. From the ledge were you encounter
a probe droid, you must run/Force Jump to the ledge on the
opposite side. Might I advise you save before trying?
On this new side, find a metal
staircase in the rocky cavern. At the bottom is a locked door
protected by two Troopers. At the top is a passageway that
leads to a TIE Fighter prep area. Kill 'em all (why not use
the blaster cannon to the left of the entrance), Then go up
the elevator.
In the small L-Corridor near
the AT-AT, kill a Trooper, then grab the key. Note that when
you exit back up to the prep area, lots of reinforcements
arrive.
Head back down to the locked
door. You can go through it now. Take an elevator alcove to
a small niche in the cavern. Across it, an auto-cannon will
fire at you. A force field protects it from you. What you
need to do is to stand to the far right of the niche. The
cannon will try to track you, and fire on those fuel barrels
in the process. Once that blows, so does the cannon and the
force field drops.
Secret 3
- The fuel barrel explosion will also set the elevator in
motion. You will need to make the tricky jump to this elevator.
To the lower right of the elevator's lowest stop, is a cavern
with some items. This is the secret . You will need to save
often in order to get through this part.
NOTE
- You can blow up the fuel barrel on the elevator if you need
more room.
Take the elevator to the area
where the cannon used to be.
Secret
4 - The secret is more difficult than most because
it involves two actions: triggering a console panel in one
place (which opens a sealed floor/ceiling entrance in another
part of the Fortress) and then backtracking within the Fortress
to the floor level above to that previously explored area.
Walk through as follows:
Off to one side from the Auto-cannon
room is a series of small rooms (the front room of which has
a camera console panel, the back mini-rooms having pesky Probe
Droids). Between the Camera Console Room and the Probe Droid
mini-rooms, is a lone pedestal in an alcove. Push on the lone
pedestal in that alcove, and Kyle will say something to the
effect of "Hmmm... I wonder what that did." You
have now triggered the floor panel to open in another part
of the Fortress (actually on the floor above where you currently
are). Now you just have to backtrack to get the secret .
Now to backtrack. You need
to get to the floor above in the Fortress, easiest way is
back outside the Fortress and back in through the side door
you first used to access the Fortress and back up that side
elevator (if you left the elevator down, otherwise, some pain
in the neck jumping in the main cavern to work your way back
up to above floor may be in order). Once upstairs, go into
the interior of the Fortress, the first main rough/rocky room
(Room with two triangular "nose cone" kind of things
sticking out from the walls) that has a small finished "supply
room" off to the side. Don't go forward toward the opening
to the main cavern, but go to the rough/rocky passage that
is to the left next to the small "supply room."
Once you enter the rock passage,
the newly opened floor panel yawns in front of you. Hop in
and the secret is yours.
After getting Secret 4, get
back to the room that had been protected by the force field.
To the left of where the fuel barrels used to be is a button.
Press the button to summon the air car. Kill the troops inside,
then jump to it. If you crouch and hit the space bar, this
will lower the car to the cavern floor.
Secret 5
- Another tricky one. Just before the car touches down, there
is a ledge with lots of rockets on it. You will need to jump
to it. Force Sight, IR Goggles or something must be active
before you can see it.
Secret
6 - Beyond the funny-looking building is a tunnel
frame (it's part of the asteroid's weapon). Follow this tunnel
from below. You will drop off a ledge (have a light). To the
right of this ledge as you drop is another ledge to drop to
with a revive. Be careful you don't go too far or fast, or
into the abyss you go.
Go through the tunnel just
in front of the air car to end the level.
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Level
3
Asteroid
Core
Hazards
What
you've seen previously, plus
Assassin
Droids - Quick, accurate shots from this droid
make it very dangerous. It explodes when destroyed, so you've
got to take it down from a distance. We recommend the Repeater
rifle for close encounters, and the scope for distances (then
again, we recommend the scope for all distances).
Level
3 Walkthrough
Drop down to the pipe below,
killing all Troopers in site. Notice the area off to the side.
Go into that area.. Notice a small box, actually an elevator
up. Go up.
Kill all the rail-gun-toting
Troopers in this new area. Go to the structure, but find that
the door on the side is locked. Never mind, we'll be back
later.
Drop back down the elevator
shaft. Now get back on the huge pipe and run down the pipe
towards the hatch. It will open, revealing an auto-cannon.
Use your saber to reflect shots back into it until it is destroyed,
then drop through the hole on the tube surface.
Follow the tunnel, then a metal
"road" to a large platform. The platform will descend.
At the bottom, you will notice a control room off to the side.
Enter the control room, and blast them all. Notice the switches
on on the dash before the window. The one closest to the monitor
calls the elevator. The one closest to the door opens the
big blast door in the corridor outside.
Go into the new, cubical control
room. Blast them all. On the top level of this room, on one
of the control banks, is a switch. Press it.
Notice that grate under the
ramp... Cut it open and go in.
Blast a probe droid and take
the elevator up. In this little alcove is a small grille.
Slash it, and watch out for the auto-cannon that appears.
Now go back down the elevator. Notice the switch on the wall
(formerly protected by a hatch). Press it.
Secret
1 - Go back to cubical room. If you followed the
instructions above, a door at the top should now be open,
the level's only secret .
Now go back up the elevator
and follow the long road back into the tunnel. A blast door
that was previously sealed is now raised. You will notice
a wall of controls. Flip the switch on the right to switch
targets. Press the button on the left to fire. Not enough
power.
Get the red key, and exit the
chamber, then Force Jump through the hole in the ceiling in
the corridor outside. Rush back into the area with crates
and the little elevator. Go up. The metal structure's door
can now be opened. Go inside, blast the troops, and turn a
switch on the dash in front of the fancy display.
Head back to the firing room.
Make sure you've got the right target, then fire.
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Level
4
Asteroid
Destruct/Escape
Hazards
After you destroy the final
cooling system unit, a countdown will begin. You will have
a VERY short amount of time to get out of Dodge. Don't waste
time doing anything but getting out of there--don't stop to
fight or sightsee. When it comes to fighting, conserve a few
seeking rockets for the quick and easy kill. You don't have
time for extended battles. If you don't have any, run by and
ignore your enemies.
There are two secrets on this
level, both found before the countdown begins. Since you will
be assuming the role of Mara Jade in the next missions, it
is inconsequential whether you find them or not, unless you
need some health and ammo.
Normally you would conserve
Bacta tanks and ammo for use on the next level, but this is
it for Kyle this time out. Don't be afraid to "burn-out"
the character in getting out of the level.
Level
4 Walkthrough
Secret
1 - Go through the control room door. Turn around
and force jump to the top of the building you just exited.
Now drop down to the ledge
beneath the catwalk, watching out for enemies. Jump to the
weapon tunnel and follow it to what was "the source"
of the weapon's energy. There's a grate there you can slash
open with your lightsaber.
Shortly after this, you will
enter a cavern with a metal hatch on the floor. Ignore the
hatch for now. Go up the rocky staircase, through a small
tunnel. You will soon end up in a room with what looks like
a concrete box (and two Storm Troopers). This is the cooling
unit. On the back of this box is a panel. Slash the panel
with your lightsaber to destroy it. You will hear a warning,
but don't panic...yet.
Return to the room with the
hatch on the floor. It's now open, drop down on to a metal
support. Follow the support down to a door.
You will enter a chamber flooded
with water. There are troopers around here, but they can easily
be picked off from underwater (they won't see you submerged).
Go to the rear of the chamber and you will find an entrance
to the structure in the center of the room, Watch out for
the cannon!
Secret
2 - After destroying the cannon, Force Jump to
the catwalk on top (you will probably need to do this from
the water). On top is a Revive.
Now, go to the bottom of this
new chamber. There is a hatch with four switches around it.
These switches must be flipped rapidly, and in order. Let's
assume switch one is the one you would face if you had the
chamber entrance BEHIND you. Moving clockwise, to your right,
and the right of the chamber entrance, is switch two. Behind
you is switch three, and to your left, switch four. The correct
order to hit the switches is 1,3, 2, 4. You may need Force
Speed to assist you. After all four switches are activated,
resurface for air, but keep a close eye on the hatch at the
bottom.
When you see the hatch begin
to descend, start counting "Mississippi"s. At 14
Mississippi, the hatch will have descended far enough to admit
you into the new chamber. It will start to rise again soon
after this, and you'll have to do the lever thing all over
again if you don't swim fast enough..
Use Force Speed to swim down
the tunnel. The first little "dome" in this new
tunnel has an air pocket. Surface here, and save your game.
Now, all the remaining cooling
units are here, four in all. Do not make the mistake I made
and destroy the closest ones first. Travel to the furthest
ones from your air pocket and slash them with the lightsaber
first (the panels are on top). The one immediately in front
of your pocket, save for last. After you've destroyed three
of four, go back to the air pocket and save the game.
Now, swim down and slash the
remaining cooling module. Alarms will go off. A hatch in the
floor around the corner to the left will open. Use Force Speed
to swim down it. Once you are the bottom, hug the floor as
you swim to go through an opening into a new area. Just past
this opening is an air pocket, you may want to resurface for
some air quickly. Now swim through this new area, underneath
a huge hatch--remember it, because you will be returning to
it soon.
You will swim into a large,
wide-open area. Surface and get attacked by three Troopers.
Kill them quickly (Repeater Rifle works well). Now, there
are two control rooms in here. You must flip the two switches
within second of each other. Once you have, drop down into
the water and swim to the large metal hatch you passed earlier.
It should now be opening.
Surface through here, and run
across the air car. A killer droid will be there, destroy
it extra fast or ignore it. Run down to the ledge where the
Storm Trooper is. Kill him even faster or ignore him. Now
turn and walk under the ledge you just dropped from, sticking
to the right. You will drop down a series of stone steps,
where another killer droid is. Kill him quick, then run down
the ledge with the beams. You will see a pit with a catwalk
below. Drop down to it. It's going to hurt, but it doesn't
matter at this point. Take some Bacta tanks before you drop
to assure the fall won't kill you, or drop to some of the
ledges on the way down, if you have the time.
Once on the catwalk below,
there are four switches. Press them all in any order, but
do it quickly. An air car will start to descend. Stand to
the side to make sure it doesn't sandwich you. One it's down,
Force Jump on to it. It will start to ascend. Enjoy the ride
up to the end of the level.
If you are seriously pressed
for time as the car slowly ascends, hold down the Force Jump
key, and take one massive leap straight up. Sometimes this
can trigger the end of the level.
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Level
5
Ka'Pa
the Hutt's Palace
Hazards
Familiar faces, like Rodians,
Gamorreans, and
Grans. You'll also fight Weequays,
which are generally no tougher than pirates or Storm Troopers.
The tricky thing here is that
not everyone wants to kill you. You can walk by many creatures
and not get a scratch. However, kill one non-hostile or even
defend yourself against something that is hostile, suddenly
everyone wants to kick your butt. When entering a new area,
have your lightsaber ready to deflect shots. Just stand there
to see who's hostile and who isn't. Be prepared to back out
in a hurry. Once something starts, watch out for "friendlies"
you may have passed earlier. They may have had a change of
heart, and now your back's to them...
Level
5 Walkthrough
Force Jump to the ledge to
the right of the door.
Follow the cavern to the end.
You will need to Force Jump on occasion to get where you want,
particularly at the end of the cavern, which requires you
to make a jump to a platform just outside the palace entrance.
See that weird machine? Whack
it repeatedly with your lightsaber, inside and out. When those
two pumps stop moving, an ugnaut will come through the door
to repair it. Go through the door.
Follow the corridor until you
come to the living quarters. Inside one is a shelf. You can
crouch and crawl underneath the shelf to a second set of living
quarters.
Drop down to the lowest area
of this new set of living quarters. Follow the corridor, clear
the chamber of Grave Tuskens. Just past a little stream is
a set of Grave Tusken garb--this will come in handy shortly.
Return to the second set of
living quarters and travel to the top level. You can raid
the other rooms for supplies if you like. One of the rooms
on the top level has a small sliding door that leads to a
new area.
Just beyond this a door like
the main entrance, only smaller. From your inventory, select
the Grave Tusken clothes (use [ and ] to shuffle through inventory,
and enter to use. This will give Mara Jade a new look, one
the residents will find more attractive.
Once attired, get in front
the box and hit the space bar. A mechanical eye will check
you out, then open the door. The door will not open if Mara
is not disguised.
Inside the new area, go up
a ramp. Two rooms at the top will open the main door (if you
want), and smaller door at the end of the corridor on the
right. It is the last door you want to take.
Follow this corridor until
you come to the living quarters of some Ithorians. In a small
closet-like room is a sliding door that will open onto a window
ledge.
Secret
1 - At the Ithorian quarters, open the sliding
door and walk out to the ledge. Walk across the gap to the
window ledge on the other side, but don't open the window.
Save the game. The window ledge to your left, below, can be
jumped to (barely). Open the sliding door to find an Ithorian
in a secret room.
Return to the ledge above the
secret (on that wall) and go into some new Ithorian quarters.
Go through them to a balcony, and jump into the alley below.
Watch out for Tuskens.
Soon you'll come to a third
set of living quarters. Kill the nearby Grans.
Secret
2 - The next multi-leveled walkway area immediately
after the ledges has a room where there is a Rodian or two
inside. On the wall to the right of the doorway is a hole
that you can crawl through to get some stuff. Be aware of
another Rodian inside it.
Now go back outside and then
drop to the lowest level. You'll see a flooded tunnel. Go
down it. Soon, you'll swim through a crack in the floor and
re-emerge into a new area. Your Tusken disguise will vanish,
but don't worry about it.
Climb up the ramp in this new
area. You'll see a platform with some Gamorreans (kill 'em)
and some ugnauts. There's a grille on the floor here, slash
it and drop through.
Secret
3 - Follow the tunnel into you reach a rock again.
As you enter this cave, there is a platform to your right.
Jump to it. Once on it, turn around and jump into a cavern
with the collapsed well textures. The passage to the left
contains some much-needed items. Drop through the hole that
over-looks the water to get back on the beaten path.
Jump back to the platform with
the ugnauts. Go through the door. You are now in the ugnaut
quarters. At the back is a hatch leading to what's kind of
like a dumbwaiter. Get into it and go up.
Soon you will come to a bridge
over some stairs. Drop down and starts descending all the
stairs you can find. Eventually you find yourself down in
a corridor, traveling past some booths where ugnauts drink.
Go through this door. You will see another door and a small
alcove with a winding staircase. Go up the stairs and hit
the switch at the top. The other door below is now open, go
through it.
You come to a room with a red
key. The red key opens the door to a room full of useful stuff.
Retrace your steps to that bridge you dropped down, and continue
along it.
You will come to a bar full
of patrons who may turn nasty at any moment. Travel down a
ramp, and through a door to the left, into a prison area.
Around the corner is two buttons. The one closest to the cell
opens all the cells. The other activates a staircase. Open
the cells if you want, just watch out for the ungrateful Gran.
There's a health pack in his cell.
Go up the stairs. There is
a switch in the room to the right of the door. Below this
chamber is a large rising column that you will need to hitch
a ride on. Hit the switch twice to put the column into place
and rush downstairs (not into the cell area!), and jump on
top of the brick.
The column will take you to
a level with lots of grates in the floor. Slash the upper
left most, and drop through.
Fight of the Gamorreans and
drop into the lower part of the level with the Grans and Rodians.
Kill them, then follow the passage here down to a storage
room with a heavy explosive.
Return to area you dropped
down from, and then go upstairs onto the rough. You will see
a jeweled dome. Use the heavy explosive on top of the dome.
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Level
6
Katrassii
Space Port, Part A
Hazards
This level presents an interesting
challenge. Your mission is to prevent Abron Mar from escaping
in his ship. This level has lots of Storm Troopers and pirates.
The Storm Troopers will not attack you if you don't disturb
the peace. You can even defend yourself against attackers,
and unless a stray shot gets too close to someone, they'll
leave you alone. The biggest foes are pirates and Grans. They
are most likely to attack.
There are no secrets on this
level, but there are many hidden stashes of items. We noted
a few of the less obvious ones. Generally speaking, if you
see a ledge you can Force Jump to, do it, there's something
there.
Level
6 Walkthrough
Your first order of business:
make sure Abron Mar can't leave.
Walk around the city, watching
for Grans in high places with detonators. You will probably
soon find the bar where Mar hangs out. DO NOT ENTER YET.
Instead, find the other bar-like
room. There are three doors that lead to it. Go inside, where
you will be attacked by pirates. There is a Blue Wrench in
here you will need to stop Mar from leaving. Pick it up. You
can Force Jump through holes in the ceiling and find an area
with some supplies. Be warned, reinforcements will come through
the doors of this area, and can surprise you as you jump back
down.
Now that you have the Wrench,
you've got to find Mar's ship. It's actually not far from
where Mara parked, and it's in a similar landing bay. Enter
the bay, kill pirates as you go. There's an R-41 Starchaser
here--Abron Mar's ship. Beyond this is a door. Go inside and
you will find a switch. If you have the Wrench, hitting the
space bar will turn it, causing the hangar doors to close
and completing a mission objective. On the way out of this
area, beware of a squad of hostile Storm Troopers.
Time to meet Mar. Go to the
bar. It's up a flight of stairs. A Grave Tusken is passed
out in an alcove next to it. Civilians have a habit of congregating
here, blocking your way. If so, fire a shot at the wall and
back out. They should panic enough to run. Or, if you're more
inclined to the Dark Side, kill 'em.
Before you visit the bar, you
may want to visit the little shop next door. Behind the counter
is a rifle scope, which is very, very handy.
Okay, inside the bar. There's
an area in the bar where Mar is hanging out. If you just peek
around the corner, you can use the scope to pick off his bodyguards.
DO NOT SHOOT MAR.
After his bodyguards are dead,
enter the room. An in-game cut scene will show him running
away. When control is returned to you, go after him. He will
escape through a hatch you cannot open. Don't worry. Turn
around and go back out through the bar. Watch out for Storm
Troopers in the bar. At this point, if they don't hate your
guts already, they will now.
Now amble on over to the triangular
wall. Behind these passageways is a door you couldn't open
before. The door is open now. Again, peek around the corner
and use the scope to blast his mates. Don't shoot Mar himself.
After his buds are toast, go
inside the room where another in-game scene will show him
escaping. No problem. See those tubes in the corner of the
room? Use them (hit the spacebar) and they will go together.
Now enter the control room,
and see two levers. Hit one, and then the other. The air car
will crash through them, ending the level.
Again, there are no secrets,
but here's one that might have been: jump through this yellow
wall to find some items, if you happen to come by this room.
This level doesn't have as much fighting as other levels,
and if you're careful you shouldn't get roughed up too badly.
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Level
7
Katrassii
Space Port, Part B
Hazards
The Trandoshans
are back with a Concussion rifle.
Level
7 Walkthrough
Secret
1 - To the left of the crash is a dwelling. Enter
the dwelling and look under the ramp. You'll have to push
past some civilians to collect the items.
Secret
2 - At the crash site, go right to the stairway.
Above from a balcony, where the Gran throws the T-Detonators-
Kill him and Force Jump onto the balcony (it's lit with purple
& red lights).
Follow the city streets an
you will come across a hostile Trandoshan. Kill him and enter
a strange hanger-like area with what look like reversed ramps
against the walls. Behind one is a grate. Slash 'n enter.
You will come to a partially
flooded hallway. Force jump to the platforms above. Follow
the ledge around the buildings until you come to another wide-open
area. Drop to city floor.
Traveling along, you will come
to an area with "traffic gates" (Mara will complain that they're
closed).
Secret
3 - Just before Mara talks about the traffic gates
being cut off, there is a long hallway you have to go through
that has a big arched ceiling. You open the door, and enter
the courtyard where the traffic gates are, and immediately
turn left. There is a small bar. Before you walk into it,
Force jump onto the space next to the wall above. There is
a grate. Slash through it, and enter the secret area. Say
hi to the ugnaut while you're in there.
Leap up on to the balcony to
the left of the traffic gates. You will go through a private
dwelling.
Secret
4 - Inside the apartment building that you go through
to circumnavigate the traffic gate, be sure to "activate"
the beds. Under one is yet another secret .
Look out of the window of this
apartment and find enemies who will attempt to force you to
eat rockets. Kill 'em and drop down.
Secret
5 - After dropping down to the street, Force Jump
to the ledge directly across from the balcony. Open the door
and go down into a private dwelling.
Secret
6 - When you leave the dwelling by the side door
with the jagged top, look up. There is enough room to force
jump up to a ledge. It contains a baddie, with a bacta tank
and some energy. you may want to send a concussion blast or
grenade up first.
Explore the various hangars
on this street, maybe almost bump into someone you know. You
will come to one with an air car. This air car can boost you
to the ledge in this area, which has a grate you need to go
through. You can ascend this way after hitting a nearby switch,
it is also possible to Force Jump to it.
Go through the grate, and out
on to the rooftops.
Secret
7 - When you come to the rooftops from the air
car hangar, you will see a rounded roof. Walk to the other
side for a backpack.
Look over the ledge. You will
see a group of Storm Troopers. Pick them off, then drop down
via the canopies.
Secret
8 - From here, follow the street to find an odd-shaped
door. Go in, and kill three Grans. Just above them is a fan.
Force Jump through the fan.
Secret
9 - Well, once you drop off this ledge that you
are on in the above secrets picture, there's an opening that
leads to the ground floor of the hotel. Inside there's a staircase
leading to the second floor. Underneath the staircase is one
of the secrets, giving you a health pack and bacta tank.
Secret
10 - At the end of this street, Force Jump through
the arch.
Secret
11 - Then Force Jump on the ledge where
the Gran was.
Run across the bridge, hanging
two lefts. Watch out for a mine around the corner of this
last turn. There are two doors in this area, but concentrate
on the room above the street. Careful use of the scope can
take care of the bad guys inside. Now, go to the two doors.
Try the door on the left. Just inside is a mine. Use a thermal
detonator to blow it up. Run up these stairs and grab the
blue key. Now run back down and try the other door.
Blast the Trandoshan inside,
and then open another door. There's Abron Mar! You've got
him right where you want him! Well, not quite..
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Level
8
Takara's
Stronghold
Hazards
You start the level unarmed.
You'll get your saber back shortly, but the rest of the way
you'll be scavenging for equipment. When you get a Blaster
again, don't go nuts. You will need to conserve ammo.
Expect the usual assortment
of cantina rejects to oppose you.
Level
8 Walkthrough
Caught in a prison cell; how
to escape? Use Force Pull on the passing Gammorrean to steal
his key. Quickly use it to get out of the cell.
Naturally, you have no weapons.
You can beat the two Gamorreans to death with your fists,
but it's safer to avoid them. You can release prisoners who
will attack the guards, but are more likely to attack you.
It is possible to avoid the slow Gamorreans.
In one unoccupied cell, there
is a Pry bar. Go in and get it.
In another cell, the back wall
is exposed and leads to a sewage pipe. The pipe is cracked
open. Above the pipe is a small alcove with a switch. Use
the Prybar on it, then drop down into the pipe to continue
on.
Go down the submerged tunnel.
You will come to two different tunnels, go up the first one.
When you surface, get ready for a fight.
An in game cut scene will introduce
you to the Rancor. When you're back in control, run around
the corner, up the little stream. A barred gate will clock
your way. Beyond the gate, however, is your saber. Use Force
Pull. Now fight the Rancor, but don't get too close, or it's
snack time.
Secret
1 - Once the Rancor is defeated, go back down the
water tunnel. Turn left, towards the tunnel you ignored earlier.
At the end of that second tunnel is grate you can now destroy
thanks to your lightsaber.
Go back to the Rancor area.
Now that the monster is dead, the metal gate is raised.
Follow this new tunnel until
you reach a large corridor. There is a door with a power droid
in front of it. Go through this door. Kill the guard in this
room, then go through another door. Walk over the conveyer
belt and grab the droid arm in the corner of the room.
Secret
2 - Under the conveyer belt you will find a grille.
Slash and drop down.
Back in the corridor where
you saw the Power Droid, go into the other door. Looks like
hangar of some kind. The upper level of this room holds a
door, but it's locked. Kill the baddies and move on to the
room beyond with a second door on the lower level.
Now you're in a similar area
with an air car moored over water.
Secret
3 - As you enter the area, look up, at the girders
at the end of the room. See that little gap? Jump into it.
Go through a door on the lower
level. Follow a staircase up to a control room, and hit the
switch. This will open up the door of the first hangar you
passed through.
Return to the hangar, and go
outside the open doors to the left. Soon you will find yourself
climbing into a little canyon. There's an entrance here too,
locked. Climb over the entrance and enter through a grille
on the reverse side.
Inside this room is the GCT
device. Grab it. Exit this room via the door that leads to
the hangar. Go out into the large corridor. A blast door that
was previously sealed is now open.
Use Force Jump to get across
the room full of electrified water.
Secret
4 - In the corridor on the other side of the electrified
water, there is a room with a catwalk above. Blow up the fuel
canisters to reveal the entrance to the secret .
There's another room in this
area with three switches. Hit the middle switch and the switch
on the right only, then turn and go back to the water. Dive
in and swim to an underground cavern.
Resurface on the other side,
then run to your ride at the dock.
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Level
9
New
Republic Escort Ship
Hazards
Pirates aren't very different
from Troopers. There are a number of environmental hazards,
Force Fields and booby-trapped doors, to be specific. There's
also the occasional stray bolt of lightning.
Level
9 Walkthrough
Head down to the lower level
where the X-Wings are. Against one wall you will see a window
and a door. There is a switch inside which can be pulled by
the Force. Use Force pull and the X-Wings will take off.
A huge elevator will raise,
exposing a grille underneath. Slash it and go through. You
will soon find yourself in a corridor.
Secret
1 - At one end of the corridor is a turret. There's
a switch around the corner--press it. Now look at the base
of the turret and hit the spacebar. Have fun firing the gun.
At the other end of the corridor
is a tunnel flooded with blue light, and dead soldiers floating.
Gravity has failed. Use the Jump key to ascend the tunnel.
Shortly you will pass through
an area that appears to be under the floor. There are holes
near the ceiling supports to go through. Pass through another
area like this, and take an elevator up. You should soon find
yourself in the medical bay--use the medical droid if injured.
There's a set of double doors here--ignore for now. Go through
the breach in the wall instead.
Take an escalator/elevator
up to a control room. Kill all the pirates, then shatter the
glass (if not already smashed). Go inside and take the key
from the dead officer. Head back to the medical bay, having
first flipped the switch to order the evacuation (the panel
on the wall protected by a force field).
The double doors of the medical
bay are open. Go through another set of double doors, at take
one of the elevators at the end of the corridor up.
You'll soon witness an escape
corridor collapse. Mara comments that she must reconnect it.
But let's grab the secret first.
Secret
2 - Jump on the tube and walk to the end, where
the Alliance soldiers are. Once on the other side, turn around
and slash a metal pole supporting the tube. Now drop down
into the tube. Walk to the end of the tunnel. Be very careful
in this highly hazardous area, and don't spend a second longer
in here than you have to.
Now retrace your steps to the
other side. Slash the remaining pole on top with the lightsaber.
Go back to the area with the Alliance soldiers, but do it
quickly. Stray electricity makes this area deadly.
Clear the area of pirates,
then find the door with the blasted panel. Next to this is
a switch that Mara can't use.
Secret
3 - Try to use the panel anyway. Now fly around
the corner to a small door. An R2 unit will come out of the
door. You must get in quickly before the door closes (there's
a panel on the side to open the door from the inside).
Now, crouch down beside the
R2 unit and hit the spacebar to use it. The R2 unit will go
around the corner and open the door for you.
Secret
4 - Right after the third secret , where you go
into the R2 unit's hiding place, there is a secret to the
right of the door. It is a similar little compartment to the
R2's one. You need to push the R2 in front of the door, then
use space bar to activate the door. It may work without pushing
him up to it.
Go through the door the R2
unit opened and come to two elevators. Ascending in these
elevators takes you near enough to a live mine to detonate
it. Be sure to run clear before it blows. Ignore the two booby-trapped
doors and go into the area with the crates. Jump to the top
of the crates. The pirates will start transporting them to
their ships. Jump back down or you will carried into the force
field.
Secret
5 - Using Force Sight or some other illumination,
you can see a control booth in this area. The glass is smashable.
Before you go in, throw something explosive inside to trigger
the mines inside.
Now back in the area where
the crates were, take an elevator up.
In there area where the Jedi
Holocron used to be, you will notice several grates in the
wall. We found that the easiest thing to do to get the two
secrets is this:
Secret
6 - Find the grate that is partially blocked by
two crates. Notice you can push the crates out of the way.
There is also a single crate in here; push that against the
pillar that contains the grate. Slash it open and go inside
to receive credit for a secret .
Secret
7 - Now that you're inside this new tunnel, Force
Jump straight up. You will find yourself in a shaft connected
to all the grates that lead into the tunnel. There's a temporary
invincibility power-up here.
Now follow the tunnel down
until you come to a grate at the lowest part of the level.
Cut it open and drop down.
Flip all the switches in the
two control rooms, and the door to the core will open. Go
inside. You will be on a catwalk. At the end of one of the
catwalk paths is a circular grate. Cut it and go in.
Kill the pirates in the zero
gravity room. You will see a control room. Underneath it is
a grille. Cut it to gain access to an elevator shaft.
Descend the shaft. In this
new area is an open crate. You need to get into this before
it closes. Don't waste too much time fighting everyone. Get
inside the crate, and get smuggled to the next level (Hey,
didn't Katarn try this once, too?).
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Level
10
Orbiting
Ship Yards
Hazards
Watch out for flying
construction bots, the pirate equivalent of sentries.
Other than that, nothing out of the ordinary.
Level 10
Walkthrough
There are items on top of the
large crates in the area you begin in.
Go into the next room, and
hit the switch on the wall.
In the next room, you will
notice a blue switch that must be turned by a blue wrench.
Ignore it for now and drop down to the next area.
Before you enter the red area,
there are two switch on the wall between the doorways, one
on either side. Hit them both then run quickly across. On
the other side, kill the loader bot and take the Blue Wrench.
Secret
1 - On the platform with the loader bot, turn to
the left. There's a wall you can destroy. Shoot it out and
go inside.
Before re-crossing back to
the other side, hit two more switches in this area. You should
now be able to float across safely.
Go back to the Blue Switch
and turn it now that you have the wrench. A hatch will open.
SAVE THE GAME. Now, you must ascend to another hatch inside
the this tunnel and you don't have a second to waste, or Mara
will die. The best thing to do is look up and hit the X (jump)
key to go there quickly. Open the hatch, go through, and save
again. It will probably take you a few attempt to do it.
You will follow a relatively
straightforward path. Eventually, you will enter a circular
room, which requires you to jump to a platform above. On this
platform is another hatch opened by the Blue Wrench. Go through
it. The other hatch is just across the way, and not nearly
as hard to get to as the first.
Secret
2 - On the other side of the hatch, you will see
an armored vest across a gap. Jump to it.
Now drop down into the room
below. Kill the loader bot and take the yellow key. In the
control room next to this, there are two yellow switch on
the floor. Hit them and drop on the conveyer belt. Have your
saber ready.
Follow the conveyor belts,
noting that they all end at a force field. You must drop to
lower levels to avoid them. Eventually you will wind up at
the bottom of a small shaft. Walk down the corridor, watching
out for electricity and Construction bots.
Secret
3 - After the tunnel full of electricity, you will
enter a square but pitch-black room. I you hit your automap,
you will see four smaller squares in this room. Look up. Those
holes are those squares. Force Jump through. Walk around this
new area to get credit for the secret .
Secret
4 - After the third secret Jump back down, STOP
at hole in the floor. Disable both of the two red power vents
with the lightsaber (on the walls to your right and left.)
Now you can drop down the hole.
Switches on the ceiling will
propel you back up, or you can Force Jump. Reach the end of
this corridor, then jump. Shoot like crazy.
You will be an odd new area
full of pirates an floating robots, kill them all, then find
the door out of this area. This door will not open as long
as the two cameras in the area are active. Destroy them both
and the door will open.
In the next room, there's an
stationary cannon. When you approach one of the room exits,
the door will open and pirates will pour in. Run back to the
cannon and waste them all (you don't have to kill them this
way, but it's fun). When they're dead, go through the door
next to the one you came through. You'll soon find yourself
at the end of the level.
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Level 11
Kaerobani's
Base
Hazards
Noghri
- Watch for their ability to make suddenly lunges and unexpected
jumps. Another creature you best kill from a distance if possible.
A rapid-fire weapon like the Repeater is ideal for close quarters.
If you are in close, take advantage of their initial slowness
to react with some swift lightsaber strokes.
Level
11 Walkthrough
Go into the area with the fountain.
One branch from here leads to a bar where you will be recognized.
If you don't go in here, you can save yourself a little trouble.
There's not much to collect in here anyway.
Go up the huge staircase. You
will cross over a bridge. Note the two balconies over-looking
the bridge. These aren't secret s, but there are many items
in them.
Soon you will come to a road
with a river pouring over a cliff, and lots of huge doors.
Open one of the doors to enter the market area. Clear out
the bad guys, then jump onto the roofs.
You will find an area up here
that contains a pillar. Jump to it. If you just walk off the
ledge, the reduced gravity should be sufficient to get you
there. Now jump of the pillar on to the new path. Go around
the pillar and hit a switch before continuing on.
Follow the black catwalk. You
will soon drop down to a new walkway, where wind tunnel attempt
to blow you right out of the building. Now would be a good
time to save.
Secret
1 - This one is a pain so save first. In the hall
with the black catwalk with the wind tunnels, save right before
the second set of tunnels. Pull your lightsaber, hit force
speed and wait until the wind blast just starts to die down.
Run full speed into the left tunnel (where the air source
is), run forward and slash the grate. Step in and jump into
an alcove on the left before the next blast of air. Congrats,
you've found the secret .
If you do get blown out, there
is a grille in one corner of the pool you land in. Slash it
and get sucked down. It takes you where you eventually want
to go anyway.
Whatever way you go, you will
soon wind up in a room full of rushing water and levers. The
first lever you pull will raise a set of cement blocks. Jump
to them. Now, use Force Pull to flip the next lever. As the
next set of blocks rise, the ones you stand on will lower.
It is a good idea to jump jest before the new blocks appear.
Repeat this process until you are on the other side.
On the other side, go through
a door and see a grille. Cut it open and flood the room. Swim
through.
Secret
2 - Kill all the drugons. Take a deep breath. Swim
down along the corner where you entered the aquarium. Once
you reach the bottom, swim to the right and around a small
corner. You will find another grate. Cut it open and swim
through. You will find a room with a revive and a few other
powerups.
Now swim to the top of the
structure. On top is a grille; cut and enter.
Down this corridor you will
Kaerobani's museum. How to get to the Holocron? In one
of these rooms is a small rectangular pool. At the bottom
of this pool is a grille. I think you know what to do by now.
Water will suck you down. When
you can control you direction again, take a tunnel down. You
will emerge through a waterfall. Follow this new tunnel to
a bulkhead door. Flip the switch and go through. Quickly.
You are now in the area below
the Holocron! Force Jump up to the platform.
Whoa! The platform just dropped
you into a pool of water. Kill the knife-wielding guys and
escape down the corridor.
Fairly linear from here. Eventually
you take a large elevator up, looking out for pirates with
rail guns. Soon you will be back in the area with the where
you entered the market, near the beginning of the level. Go
back to the landing area, and go into the area with the large
conveyer belt.
Follow the conveyer belt until
you reach a wide-open area full of crates. A catwalk is above
this room, jump to it. Follow it to an exit.
You'll find a circular chamber
guarded by pirates. Kill them and take the stairs down, or
simply drop down. Go to the bulkhead doors, hit the switch
beside them, and make your escape.
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Level 12
The Swamps
of Drumond Kaas
Hazards
Dianogas
- You will miss the merry days of Dark Forces and Shadows
of the Empire when you could use good ol' sidearms to
blow Dianogas away. You can only engage them in the water
using your saber here, for reasons that will become clear
shortly after you begin the level. The trick to fighting Dianogas
is to give yourself some room. When they get into swinging
distance, swing once, then retreat. Let it come to you. If
you can possibly avoiding fighting one, do it.
Swamp Wampas
- Two good shots from their mighty paws and it's goodbye cruel
world. Like the Dianogas, give them plenty of space, let them
come to you and walk into a swing, then back up.
Maillocs
- Hah. Lots of these, but they're the least of your worries.
Try not to get surrounded, they tend to attack in numbers.
An extended swing (the Z key swing) can take care of a bunch
if you're turning while you swing your saber. Remember, they
need a second to wind up their tales before they can inflict
damage, giving you a chance to strike.
Dart
Vines - These fire a kind of projectile. You can
redirect it like a normal laser blast using your saber. It's
also effective to sneak up on them using Persuasion.
Ysalamiri
- These creatures negate the Force within a 10-meter radius.
While they won't damage Mara, it's somewhat embarrassing to
have your invisibility stripped away while you're sneaking
up on some Wampas just because you passed one on the way.
Just make sure that you're not near one at a critical moment.
You can tell if you are by a bird-like chirping. Ysalamiri
can be pushed out of the way by kneeling and walking into
them.
Sinkholes
- There are strong water currents in the swamp that will pull
you into vertical tunnels. Using Force Sight and the map mode,
you can spot them easily. If you do get caught in one, use
Force Speed to swim out.
Oh yeah, one last piffling
little detail. None of your weapons, except for your saber,
are working.
Level
12 Walkthrough
Use Force Persuasion to get
by the statue as you begin the level.
Secret
1 - Just past the first sinkhole, you'll find a
lone pillar/branch thing. To the left of this is a tunnel,
leading to a shallow pool. Inside the pool is a dianoga. Kill
it and collect the smuggler's pack at the bottom.
Secret
2 - Your first "clearing" will have a brownish
crooked pillar (a tree?) in the center. To the right is the
passage further into the level, which has a small think vine
handing from the corner. To the left is a slope, which you
can use Force speed or jump to climb. At the top is a plateau,
and secret number two.
Secret
3 - You will come to an area with several vines
and some Mailocs. Kill them all, the get on to the tree. Use
it as a ramp combined with Force Speed and Jump to leap up
to a ledge. There are actually two ledges, but one has a Ysalamiri
on it. You can get up enough speed to clear the first ledge,
but if you land on it, you will need to push the Ysalamiri
to one edge of the platform in order to Force jump up to the
secret .
Though it's not a secret ,
this area has a branch on the far right which leads to a wampa
cave. Kill the wampas and there are some more items for the
taking.
Secret
4 - Taking the left path from the last secret ,
you will enter another open valley. A large brown tree branch
and a large green branch cross the valley. Force Jump to the
brown one, then Force Jump/Speed to the brown one. Follow
the brown one to the top for a Force surge and the secret
.
Move a long the path to find
Kyle's shuttle. There's some goodies on the crate, but also
a live land mine.
Soon after this, you will reach
an apparent dead end. You will see some statue under a rocky
passage. Between the statues will be the carving of a evil-looking
face. Use Force Sight, and then hit the space bar to flip
this switch. A passage will open underwater. You'll be standing
on it when you hit it, and the hatch will slide you back.
Swim down into the underwater
cavern, avoiding a dianoga. If you're in pretty good shape,
kill the dianoga, for a reason which will soon become clear.
Dark
Mara
After swimming through the
tunnel, you'll enter a kind of mini-temple by a Dark version
of Mara Jade. She's pretty tough. She'll use Blind, Jump,
and especially Lightning on you.
The best tactic for killing
her is to use the water to your advantage. Fight her as you
would a normal Dark Jedi, but watch out for getting cornered
in the confined spaces. Whenever you are injured and near
death, retreat to the water. Sometimes, Dark Mara won't follow.
Your mana can recuperate so you can use Healing, if you have
it. If Mara does find you here, no problem. Jump into the
water (see why it's not a bad idea to kill that Dianoga now?).
Dark Mara will follow. DON'T FIGHT HER IN THE WATER. Instead,
jump back out and run up the stairs. She'll have problems
maneuvering with the tight spacing and water to slow her down.
This should give you some good attack openings. If necessary
retreat back into the chamber. Don't fight Dark Mara in the
tunnel between the water and the chamber. It's cramped, and
she'll rip you a new one in no time flat.
There's Force surge power-up
in here, use it wisely.
Once Dark Mara is defeated,
drop down a passageway that opens up inside the chamber.
Secret
5 - Just after the fight with Mara, you will come
another flooded cave. Watch out for two knife-wielding Noghri,
who may be in the water. Dispose of them and then swim down
into the cavern. Slash a passage covered with vines. Inside
this new tunnel is a Dianoga. On the floor of the tunnel is
a pit leading to secret 5.
Secret
6 - After you emerge from the water, you will jump
over a rock face into another open area with Wampas and plenty
of Mailocs. Kill them all, then turn around and face the way
you came into the clearing. Above the entrance to the cave
is a platform with some goodies. Force Jump towards it. You
may need Speed to give you extra power for the jump.
Secret
7 - Follow the passage along until you find it
split by a rock face. The left passage has a small cavern
with a much needed revive.
Not long after this, you will
come to another dead end. A statue is nearby, looking at the
wall. Use Force Sight to look at the wall to expose the passageway.
Secret
8 - Now you will come to the last open area before
the temple entrance. There's large pillar here, and near that
pillar is a ledge you can Force Jump to. Do so, and find a
Ysalamiri waiting on the ledge. There's another ledge above
this one, which you need Force Jump to get to, but can't because
of the Ysalamiri. By crouching and running into the creature,
you can push it. Push it out of the way on the right of the
ledge (the right assuming you're facing the wall. Move as
far left as possible, then Force Jump up. It may be possible
to push the Ysalamiri off the ledge entirely, but we haven't
succeeded in doing this.
From here, it's a fairly routine
trip to the Temple entrance and the end of the level.
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Level
13
Sith
Temple
Hazards
Vornskr
- This one gets my vote for the enemy you swear at most. Vornskr
are vicious wolves that can rip you to confetti in seconds.
A few tips on dealing with them - very few Force powers work
on them. The only one I could find in fact, was Destruction.
They can take about two hits with a lightsaber, so use the
Z swing. Personally, I like charging them head on. If they
come to you, you're in big trouble. Oh yeah. NEVER UNDERESTIMATE
ITS ABILITY TO LEAP. You think you're safe up on that ledge,
but trust me, you ain't. You may have better luck with backing
up and letting it leap into your lightsaber swing. Either
way, standing still is fatal.
Level
13 Walkthrough
Follow the corridor to a door.
The face to the right of the door is a switch, but it cannot
be activated until you look at it with Force Sight.
By and by, you will enter what
looks like a great hall.
Secret
1 - Enter the structure with the triangular roof.
Fight all the statues within. The room to the right of the
entrance has a flooded crack. Go in and collect a revive.
Return to the main hall to
find another structure with a triangular roof. This one is
flooded. Save the game before entering.
Swim down the corridor, and
turn left (there's an air pocket above you here if you need
it). Swim into the little cavern below, then hang a right.
A room with another air pocket is coming up on your left.
Follow a submerged staircase to find it.
Secret
2 - If you follow this tunnel all the way to the
left, you will find a ramp. Follow it and walk into the arena-like
room in front of you. there you will find the most accursed
of all enemies, THREE Vornskrs in three wall niches. Somehow
survive the Vornskrs and in the niche on the left the wall
at the back is just an illusion. Walk through it and you will
find a revive. (Use Force Sight).
Secret
3 - From your air pocket, swim down to the wall
with the three carvings. The middle one, a face, is a secret
. Use Force Sight to see the entrance.
Swim back to your air pocket.
This next part is tricky. The carving at the end (to left
of the secret ) is the way you want to go. This carving (actually,
it looks like this stone was left blank) can be pushed (hold
down the spacebar). Don't try to do it in one trip. I recommend
taking it in three stages, going back to the air pocket so
you don't drown. Force Speed will help you greatly here.
Push the stone far enough,
and you can exit into a large flooded room. The exit is in
the upper left corner.
Resurface in a room with two
killer statues and a water trough. At the end of the hallway
from here is a door. Use Force Sight to see the switch.
Enter a two-tiered room with
a Mailoc and a few of those knife-wielding blue guys. Waste
them and jump up to the second level. Follow the floor to
a dead end. Jump up through a hole in the ceiling.
This new corridor will take
you along for awhile, then you drop down through another hole.
Drop into a pool and fight the statues. Notice that this room
has a ledge you can jump to. There are items scattered around
the ledge, you an also hide up here if you need to.
Leave this area to come to
a corridor with four rooms attached. Kill the enemies hiding
within. The last room on the left has a carving that is actually
a switch. Use Force Sight to see and activate it. A door will
open behind it.
Secret
4 - Now that you hit the switch, go back into the
hall. There was a small pool of water on the floor. If you
tried to submerge here early, you found you couldn't. But
now that you've hit the switch, you can.
We strongly suggest you save
the game at this point.
Now go back into the room with
the face-switch, and enter the door it revealed. An elevator
will take you into the water. As soon as you hit the bottom,
use Force Speed to breeze down the tunnel. You will soon come
to a room you can surface in. There are two Dianogas in this
area, get out of the water fast. Don't stay on that tiny ledge,
either. Sometimes they can get you there. Move into the corridor
at the end. You may want to save again.
Secret
5 - Kill off those Dianogas (be careful!) There's
a slashable grille in their little swimming pool. Cut it and
go in. You'll soon be thrown into a pit of water, where some
items are hidden. The exit is a hatch just below the surface
of the water.
After you've gotten the secret
, move on from the Dianoga pool. Go across two rooms on a
collection of cris-crossing beams, into a large, purple hallway.
Open the large gray door to
complete the level.
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Level
14
Temple
Catacombs
Hazards
Sith
Zombies -
These undead creatures fire Force Lightning. If you have Absorb,
they pose no threat whatsoever. If you don't, use their lack
of speed to your advantage. Get behind them and hit them hard.
When facing you up close, they can inflict a heap o' damage.
Use your agility to keep ahead of them.
Level
14 Walkthrough
Run down the corridor until
you reach a room with water and two pillars. Force Jump to
the top of the pillars and collect Bacta and Force boosts.
Not a secret , but you can use all the help you can get.
You will reach a huge open
chamber. This is the nexus of the level; you'll be in and
out of here a lot.
For now, let's take the door
on the right of this platform as you enter. Drop down into
a valley with killer kats and Mailocs. Be on your guard.
Secret
1 - When you drop into the valley, directly across
from you is a ledge on the opposite wall of the valley. Drop
down onto the next ledge below you as if you were descending
into the valley normally and then turn and force jump over
onto this other side of the valley. Make your way up that
ledge as the ceiling gets lower and lower. At the end is a
hole up into a cavern. Force jump up there to get the secret
and a backpack.
On the other side of this valley
is a small ramp leading to a cave entrance. Go in. You'll
soon jump through a hole in the ceiling into another cavern
and fight off a Vornskr. You'll find yourself in another open
cavern fending off Mailocs and a Vornskr. Follow a side path
up the valley and into a temple corridor. There is a button
here; press it. Finding these but | | |